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Heroes of the Storm Ana

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Hey guys, 

I'm glad to present to you the new Ana guide! Since the Hero is all new, I'll do further play testing over the next few days and adjust the guide accordingly. 

Feel free to share your own experiences in this thread! :)

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She seems really weak to me.  Maybe if her ablilites were target based, but the straight line nature means you will miss a ton.  As an Uther main, even his W can miss an ally or two when they are moving.  Her skills are even more precise.  She is going to have serious issues against mobile assassins like Greymane and Genji.

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Guest Method

After tweaking her build a few times i've been able to consistently get heals over 125k a match and late game counters her biggest weakness right now which is divers and not having enough range, follow this following build. Ultimately your aim and position is are the biggest keys as to whether or not you will succeed with this char but this build can help put you in a more advantageous position.

  • Level 1 Piercing Darts - It's extremely key to get these stacks up as quick as possible as the 20 stacks gives you incredible healing range and piercing heals. The range on heals is so far that it puts any melee enemy and most enemy range that try to engage you into being out of position.
  • Level 4 OverDose
  • Level 7 Mind Numbing Agent but this whole tier can be adjusted based on comp accordingly
  • Level 10 Eye of Horus
  • Level 13 Speed Serum again though this tier can be adjust according to comp
  • Level 16 Sharpshooter
  • Level 20 Ballistic Advantage

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8 hours ago, ArtVandelay said:

She seems really weak to me.  Maybe if her ablilites were target based, but the straight line nature means you will miss a ton.  As an Uther main, even his W can miss an ally or two when they are moving.  Her skills are even more precise.  She is going to have serious issues against mobile assassins like Greymane and Genji.

I wouldn't say she is weak, by any means; she just has a very high learning curve and skill ceiling. If you're good with skillshots, you should perform great with her. Also, Healing Dart heals A LOT. I'd say she really shines in Dual Support compositions. Pair her with a AoE healer like Auriel or Stukov, lob that Biotic GrenadeBiotic Grenade, and top your entire team.

Unrelated to this comment, does anyone know if damage-over-time breaks Sleep DartSleep Dart?

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Guest LeChuck

You have her synergizing with Arthas but I think he is quite possibly the worst hero to have on your team if you are Ana. He cancels out your sleeping darts with his frost aura. Pretty tough to lock a hero down when Arthas is just going to wake them right back up.

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19 minutes ago, Guest LeChuck said:

You have her synergizing with Arthas but I think he is quite possibly the worst hero to have on your team if you are Ana. He cancels out your sleeping darts with his frost aura. Pretty tough to lock a hero down when Arthas is just going to wake them right back up.

That is true, but Ana should focus on using Sleep DartSleep Dart on Heroes you want to isolate, not the ones the tank should be focusing. With enough communication, Arthas should be able stay away from sleeping targets.

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2 hours ago, Valhalen said:

I wouldn't say she is weak, by any means; she just has a very high learning curve and skill ceiling. If you're good with skillshots, you should perform great with her. Also, Healing Dart heals A LOT. I'd say she really shines in Dual Support compositions. Pair her with a AoE healer like Auriel or Stukov, lob that Biotic GrenadeBiotic Grenade, and top your entire team.

Unrelated to this comment, does anyone know if damage-over-time breaks Sleep DartSleep Dart?

I played a lil of her in test mode in ptr, and I can say..  no, DoTs like shrike does not break it! :)

Edited by 50m8r4

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Uncommon Patron

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

Edited by mctanaka
I forgot to mention an importance hindrance for the skill, that is, that it can't be cancelled once you activate it.

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Guest tactless

Been playing Ana nonstop and my takeaways are:

Level-1, Piercing Darts is my go-to talent, most of the time - I can reliably level the talent up (I struggle with grenade and stacks quests) and the benefits of leveling it completely change gameplay.

Eye of Horus is a great idea that isn't well executed in-game - unless you're feeling cheeky, Nano-boost is the best with a remarkably short cooldown and a solid pick for control-tanks or dps-mages. (and, see McTanaka's comment on Horus)

Healing Grenade untalented is for me almost exclusively a self-heal (alt-E style) or an offensive tool to drop onto a tank vs tank melee line.

----

Re: Level-1 - I might go Stacks/Ammo Box if we have really big tanks like Cho'gal, or go grenades if there's another support aoe healer on the team (eg, lucio). That said, the benefits of piercing darts is crazy powerful to me; sleep darts piercing means that you don't need to compromise your angle to get sleep darts off on key (non-tank) targets in team fights (and can double your quest completion rate to get the last 10 points), and healing darts piercing literally doubles your team-healing output. The range boost for both makes you actually function more like a sniper, staying farther back and (so long as they don't have crazy dive characters) far safer.

Re: Grenade - With such a small radius when the ability isn't talent-buffed, I don't want to waste it wiffing air, and with the 3 second time bonus I won't be able to get the multiple shots off I'd want to make it feel worth while (skill shots that I can, again, whiff, anyways). Sometimes if I want to heal others with it, i'll run myself up to a grouping and alt-cast it. Note that I somewhat favor the Grenade Group healing +30% power per ally healed for this reason, since it means if I can stand next to a friend when I heal myself I get more health back - effectively rewarding the support for staying with the team (something I'm doing anyways)

Edited by positiv2
Changed text colour for readability

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Guest method
6 hours ago, mctanaka said:

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

I don't agree with that, the reload speed with eye of horus is much quicker and accurate then your normal heal, and once you get to level twenty and get splash heals/dmg you time your horus for A when the enemy team hard engages and B when you're out of position and need to heal someone who is solo laning and getting jumped. Also if you press for me it's three as I remapped my keys but I think it would be E  you get out of horus, you don't have to shoot all 8 shots.

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I've been playing with Eye of Horus a bit.  It's certainly not something you pop out in the middle of a team fight or while running away from a loss, it's very much a clean up tool in my experience.  After a hard fought battle with the enemy team running away you pick off the low health survivors while topping up your own team.  Any extra shots can be thrown at forts/keeps/towers.

The mechanics of the ability are also quite interesting.  It has a kind of "lock on" effect when shots hit even when they clearly shouldn't (it also seems to have a small amount of stickyness or aim assist going on).  It's not just a wider than visible hit box either because I've threaded shots between teammates before.  The handy dandy "scope" effect is pretty cool too, showing you who your shot will hit even if it's well outside your screen's vision.

Nano Boost is of course a much easier to use Ultimate but if you don't have a good target for that ability I don't really mind Eye of Horus as a back up Ultimate (if I could change anything it would be less shots but each shot being stronger).  Speaking of backups, I tend to find the Grenade build is a "backup" build for times when you can't safely auto attack enough for the Doses build.  The cooldown on Grenade is just too long for it to be my go to build even with taking the cooldown reduction talent on level 4.  That said, it's not a bad secondary build if the situation don't allow for you to safely auto attack.

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19 hours ago, MurkyFelix said:

Error in the description for Nano BoostNano Boost ; it says it restores 0 mana.

Thanks! I passed this onto Damien.

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On 27/09/2017 at 5:34 AM, Guest Method said:

After tweaking her build a few times i've been able to consistently get heals over 125k a match and late game counters her biggest weakness right now which is divers and not having enough range, follow this following build. Ultimately your aim and position is are the biggest keys as to whether or not you will succeed with this char but this build can help put you in a more advantageous position.

  • Level 1 Piercing Darts - It's extremely key to get these stacks up as quick as possible as the 20 stacks gives you incredible healing range and piercing heals. The range on heals is so far that it puts any melee enemy and most enemy range that try to engage you into being out of position.
  • Level 4 OverDose
  • Level 7 Mind Numbing Agent but this whole tier can be adjusted based on comp accordingly
  • Level 10 Eye of Horus
  • Level 13 Speed Serum again though this tier can be adjust according to comp
  • Level 16 Sharpshooter
  • Level 20 Ballistic Advantage

Yeah, I think Piercing DartsPiercing Darts is the best Level 1 talent, although Grenade CalibrationGrenade Calibration is really good in dual healer comps. I run with this same build. It is really versatile.

I have a feeling that Blizzard will buff Ana a bit, though. She is underperforming due her lack of self-sustain and escape. Most divers can destroy her. She sits at the bottom of the Win Percent alongside Medivh, with low popularity. Sure, ok, it's been just few days since she was released, but still.

Edited by Valhalen

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The nature of this healer (skillshot based) makes her a very high risk high reward hero, but that high risk is SO DAMN HIGH. You have to focus so much on healing that you forget everything else about the game. Or you just play for fun and end up healing like 20k max in a 20 min game. 

I think a buff is needed.

Edit: I would't even care if they increased the time on the heal as long as they removed the skillshot thing, like, at least for the heals... TRACER LET ME HEAL YOU PLZ!!!!!1111

Edit 2: Ok the heal is good (around 40k) if you reaaaaaly practice your skillshots, but it's super situational, like, kelthuzad is easy to get stacks on but other heroes are hard obviously, you just have to see their patterns and focus the ones that stay still, It's actually good to practice agains AI because they move so weirdly sometimes, it's easier to get skillshots on actual ppl. that said, I think everyone should go for piercing darts, when you get enough stacks and decent with your shots it gives 100% more survivability because you can actually stay behind lines to heal and use your shots

Edited by mundofeliz

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19 hours ago, mctanaka said:

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

You can cancel it, there's like, 20 buttons to cancel, I cancel all the time. Maybe add a self heal for every shot? it would help her survivability and other ppl too. Especially when someone blocks all your shots xD

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I've been playing around with a modified version of the Biotic Grenade Build posted here, and it is arguably her best build, in my opinion, allowing her to safely solo healing without many headaches. Grenade CalibrationGrenade Calibration and Contact HealingContact Healing are simply too good of talents, with an absurd synergy.

Also, after running tests with a friend, we've come to the conclusion that one of best Heroes in the game to be under the effects of Nano BoostNano Boost is Malthael. Really, with this build, while using the aforementioned Biotic Grenade Build I've linked above, we have been literally carrying the team in every single team fight. The amount of sustain and damage is bonkers, especially at the late game Nano InfusionNano Infusion when comes becomes available. Just start the Team Fight, pop Nano BoostNano Boost on him while he proceeds with Tormented SoulsTormented Souls, wait for him to dive at the team, throw a Biotic GrenadeBiotic Grenade and watch as everything melts and Malthael comes out unscathed. It's MADNESS. He simply CAN'T die.

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One thing I've really enjoyed doing is using her heal to do the whole Chromie using Q on minions meme; along with many other abilities, it reveals the immediate area as it travels, even if it doesn't land on an ally and obviously can't hurt anything else. This is perfect for scouting frequently, checking camps and providing valuable long distance vision for your team for very low mana cost and synergies well with the sleeping dart quest at 1 as well. 

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14 hours ago, Plergoth said:

One thing I've really enjoyed doing is using her heal to do the whole Chromie using Q on minions meme; along with many other abilities, it reveals the immediate area as it travels, even if it doesn't land on an ally and obviously can't hurt anything else. This is perfect for scouting frequently, checking camps and providing valuable long distance vision for your team for very low mana cost and synergies well with the sleeping dart quest at 1 as well. 

Wait, Healing Dart can reveal area? Because I am quite certain I tried to check bushes using it and it didn't work.

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On 02/10/2017 at 12:05 PM, Valhalen said:

Wait, Healing Dart can reveal area? Because I am quite certain I tried to check bushes using it and it didn't work.

The window of time is very small but it definitely does grant vision if shot into bush and fog. 

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47 minutes ago, Plergoth said:

The window of time is very small but it definitely does grant vision if shot into bush and fog. 

I tried this yesterday and it reveals the area indeed. Quite handy!

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On 27. 10. 2017 at 9:29 AM, onqun said:

https://www.icy-veins.com/heroes/talent-calculator/ana#26.0!2322224

 

Guys what are you thinking about this build, Level 7,10,13 can be picked according to enemy composition. I wanted to increase the heal a lot. 

If you were going for healing, why didn't you go for Air StrikeAir Strike at level 4? The reduced cooldown of Biotic GrenadeBiotic Grenade provides a considerable amount of healing.

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      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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